/*
This example demonstrates how to create a completely bogus shader
definition on the fly (ie., not to be persisted), instantiate it
on a scene object, and then remove it.
*/
NewScene("", false);
// First check to make sure the parser name isn't already registered
// Create the shader definition on the fly and get its ProgID
var sProgID = CreateDefOnTheFly();
// Now create a cube and instantiate this shader on it
var oCube = CreatePrim("Cube", "MeshSurface");
CreateShaderFromProgID(sProgID, "Sources.Materials.DefaultLib.Scene_Material");
SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Chauncey.splish",
"Sources.Materials.DefaultLib.Scene_Material.Phong.ambient", false);
// List all the on-the-fly shader definitions found
FindOnTheFlyDefs();
// Now remove it
var oRemoveMe = Application.ShaderDefinitions(sProgID);
if (oRemoveMe) {
XSIFactory.RemoveShaderDef(oRemoveMe);
// List any remaining on-the-fly shader definitions
FindOnTheFlyDefs();
} else {
Application.LogMessage("Couldn't find "+sProgID+" shader definition");
}
// Expected output:
// INFO : Found 2 on-the-fly definition(s): RendererUserPorts.mental ray.1.0, Gardiner.Chauncey.1.0
// INFO : Found 1 on-the-fly definition(s): RendererUserPorts.mental ray.1.0
// This function demonstrates how to find a a list of on-the-fly shader definitions
function FindOnTheFlyDefs ()
{
var aOTFDefs = new Array();
var e = new Enumerator(Application.ShaderDefinitions);
for (; !e.atEnd(); e.moveNext()) {
var oMaybe = e.item();
if (oMaybe.ParserBased && !oMaybe.DefinitionPath) {
aOTFDefs.push(oMaybe);
}
}
// Write out results
if (aOTFDefs.length) {
Application.LogMessage("Found "+aOTFDefs.length+" on-the-fly definition(s): "+aOTFDefs.join(", "));
} else {
Application.LogMessage("No on-the-fly definitions found");
}
}
// This function creates a bogus shader definition on the fly and returns its ProgID
function CreateDefOnTheFly ()
{
var otmpShaderDef = XSIFactory.CreateShaderDef("Gardiner", "Chauncey", 1, 0);
otmpShaderDef.Category = "Test Shaders";
// family
otmpShaderDef.AddShaderFamily("mrTexture");
// paramdef options (in)
var otmpShadPDefOpts = XSIFactory.CreateShaderParamDefOptions();
otmpShadPDefOpts.SetTexturable(true);
otmpShadPDefOpts.SetShortName("squelch");
// paramdef (in)
var otmpInParams = otmpShaderDef.InputParamDefs;
otmpInParams.AddParamDef("squerch", siColorParameterType, otmpShadPDefOpts);
// paramdef options (out)
otmpShadPDefOpts = XSIFactory.CreateShaderParamDefOptions();
otmpShadPDefOpts.SetTexturable(true);
otmpShadPDefOpts.SetShortName("splosh");
// paramdef (out)
var otmpOutParams = otmpShaderDef.OutputParamDefs;
otmpOutParams.AddParamDef("splish", siColorParameterType, otmpShadPDefOpts);
// renderer
var otmpRendDef = otmpShaderDef.AddRendererDef("whoops");
otmpRendOpts = otmpRendDef.RendererOptions;
otmpRendOpts.Set("plain", false);
// attributes
var otmpAttrs = otmpShaderDef.Attributes;
otmpAttrs.Set("chuckle", "on");
otmpAttrs.Set("nbr", 456123);
// return the ProgID of the new shader
return otmpShaderDef.ProgID;
} |